Hi,
i have a scene with two cameras that render in different views (same
resolution).
Cam2 is only to render those fragments, that are seen by cam1.
Basically its a simple shadow mapping procedure:
The depth test is done in the fragment shader of cam2, if the fragment
is "in the light" it is drawn, otherwise discarded. Since i need to
render the cam1 view anyway, i could create the shadow map on the fly.
Therefore i need to render to texture and to the normal framebuffer of
view1 simultaneously. But i dont know how to do this (without an
additional rendering pass).
Maybe you could help me,
cheers
Fabian
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